//
//  SceneDelegate.swift
//  sinaDemo
//
//  Created by admin on 2021/2/26.
//

import UIKit

class SceneDelegate: UIResponder, UIWindowSceneDelegate {
    
    var window: UIWindow?
    @available(iOS 13.0, *)
    func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) {
        print("scene open = " + (URLContexts.first?.url.absoluteString ?? ""))
        guard let url =  URLContexts.first?.url.absoluteString else { return  }
        if url == "urlschema://sinaDemoWidgetLink" {
            print("从sinaDemo小组件启动的")
        }
        else if url == "urlschema://XMClockWidgetLink" {
            print("从XMClock小组件启动的")
        }
        else if url == "urlschema://XMCalendarWidgetLink" {
            print("从XMCalendar小组件启动的")
        }
    }
    
    @available(iOS 13.0, *)
    func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
        // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
        // If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
        // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
        
        //用代码创建控制器
        //        window?.rootViewController = XMTabBarCtr.init()
        if UserCountManager.readUserCount() != nil {
            UserCountManager.userModel = UserCountManager.readUserCount()
            guard let remind_date = UserCountManager.userModel!.remind_date as Date? else { return  }
            let compare = Date().compare(remind_date)
            if compare == .orderedAscending {
                UserCountManager.isLogin = true
                window?.rootViewController = WelcomeCtr.init()
            }
        }
        //        CreatDateTool.GetDate(crateAtStr: "")
        XMLog("willConnectTo")
        guard let _ = (scene as? UIWindowScene) else { return }
    }
    
    @available(iOS 13.0, *)
    func sceneDidDisconnect(_ scene: UIScene) {
        // Called as the scene is being released by the system.
        // This occurs shortly after the scene enters the background, or when its session is discarded.
        // Release any resources associated with this scene that can be re-created the next time the scene connects.
        // The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
        XMLog("sceneDidDisconnect")
    }
    
    @available(iOS 13.0, *)
    func sceneDidBecomeActive(_ scene: UIScene) {
        // Called when the scene has moved from an inactive state to an active state.
        // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
        XMLog("sceneDidBecomeActive")
    }
    
    @available(iOS 13.0, *)
    func sceneWillResignActive(_ scene: UIScene) {
        // Called when the scene will move from an active state to an inactive state.
        // This may occur due to temporary interruptions (ex. an incoming phone call).
        XMLog("sceneWillResignActive")
    }
    
    @available(iOS 13.0, *)
    func sceneWillEnterForeground(_ scene: UIScene) {
        // Called as the scene transitions from the background to the foreground.
        // Use this method to undo the changes made on entering the background.
        XMLog("sceneWillEnterForeground")
    }
    
    @available(iOS 13.0, *)
    func sceneDidEnterBackground(_ scene: UIScene) {
        // Called as the scene transitions from the foreground to the background.
        // Use this method to save data, release shared resources, and store enough scene-specific state information
        // to restore the scene back to its current state.
        XMLog("sceneDidEnterBackground")
    }
    
    
}

